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Author Topic: No Name MAME  (Read 53949 times)

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Tiger-Heli

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Re:No Name MAME
« Reply #360 on: June 10, 2004, 08:56:18 am »
Updated MameAnalog+ ctrlr files (u_rebelscum)

Man, am I out of the loop.  What's this?
They're mainly used for setting up Real SNK joysticks (using 12 encoder inputs each for rotation) and real 720 degrees and 49-way controllers.  If you read them, they're pretty self-explanatory.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

Lilwolf

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Re:No Name MAME
« Reply #361 on: June 10, 2004, 09:20:01 am »
at work... so I can test it... but...

didn't you take all of MamePlus changes?  Do you have access to the fishbowl filter?


TheGatesofBill

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Re:No Name MAME
« Reply #362 on: June 10, 2004, 05:40:44 pm »
didn't you take all of MamePlus changes?
I can't remember!

Do you have access to the fishbowl filter?
Gimme source and I'll look into adding it.

Lilwolf

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Re:No Name MAME
« Reply #363 on: June 11, 2004, 09:46:25 am »
The source is here.  

http://mame.emu-zone.org/

JoeB

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Re:No Name MAME
« Reply #364 on: June 13, 2004, 07:36:48 pm »
Can someone help me setup a compile environment for NoName?

I've been compiling MAME up to now w/o a problem using the standard compile environment as supplied on mame.net (using MinGW on windows).

When I try to compile the latest source from the sourceforge, it exits after a few minutes with errors.

I'm trying to compile with the following parameters:

make OUTLAW=1 OPT=p4

Help!

TheGatesofBill

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Re:No Name MAME
« Reply #365 on: June 13, 2004, 09:12:34 pm »
Use this one: http://sourceforge.net/project/showfiles.php?group_id=91067&package_id=111299&release_id=221105 . It's all set up and everything, just set the path and you're good to go.

JoeB

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Re:No Name MAME
« Reply #366 on: June 14, 2004, 09:40:45 am »
Thank you! Worked great..

I have a MAME 0.80 complete set and I'm trying to move it to 0.83.. I use CLRMAME Pro...

I've noticed that when it scans (via -gamelist) the MAME.EXE file, it reports a few errors.  Has anyone else noticed this with NoName? Is there a DATAFILE I should be using off the web, or trust CLRMAME Pro to build one from NoNAME?

Tiger-Heli

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Re:No Name MAME
« Reply #367 on: June 21, 2004, 06:35:14 am »
Hey TGoB,

Urebel just released a new version on MameAnalog Plus that (re)enables saving of mouse settings - Could you add the new code into a future NNM release, please?

Thanks again for all the hard work.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

TheGatesofBill

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Re:No Name MAME
« Reply #368 on: June 21, 2004, 02:42:05 pm »
It's already there, and will be present in the next release. Before the next release, I need to look at the code LG e-mailed me and see if I can get MadeInMame working correctly.

bdsjake

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Re:No Name MAME
« Reply #369 on: June 21, 2004, 04:23:12 pm »
Bill, first, thanks for your work on this, I am going to d/l and try out your version of mame.  I am probably going to ask an obvious question, in my defense, I did page through all 10 pages of replies to this thread, but must admit I didn't read every one.

I see you incorporate mameanalog from urebelscum.  I last play with that about a year ago, even managed to compile following the (apparently good!) compile instructions (I am not a programmer so that's quite an accomplishment).  Was wanting to get a panel set up to play 2 player sprint, that was my main goal.  But never got the wheels so dropped.

Anyway, first do I need to compile No Name Mame, or is it "ready to go" upon download?

Second, do I need 2 mouses/mice to get 2 player Sprint going, or can I use the 2 axis from 1 mouse to do this?

thanks,
« Last Edit: June 21, 2004, 04:29:32 pm by bdsjake »

Tiger-Heli

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Re:No Name MAME
« Reply #370 on: June 21, 2004, 04:44:01 pm »
Anyway, first do I need to compile No Name Mame, or is it "ready to go" upon download?

Second, do I need 2 mouses/mice to get 2 player Sprint going, or can I use the 2 axis from 1 mouse to do this?
Binary is ready to go!
You'll want to run it with the -cc option to create a new .ini file.
You can use 1 mouse and the Splitmouse axis option.  See UrebelScum's site for details, then use NoNameMAME!.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

bdsjake

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Re:No Name MAME
« Reply #371 on: June 21, 2004, 04:56:12 pm »
ah, excellent!  This is almost getting too easy... :)

(I thought that was what binary meant, but not being a programmer....)

TheGatesofBill

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Re:No Name MAME
« Reply #372 on: June 21, 2004, 06:55:03 pm »
I hope you like it, if you have any questions / complaints / suggestions let me know. I respond to every message I get.

And just for the record, my name is David Maher, not Bill. :P

TheGatesofBill

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Re:No Name MAME
« Reply #373 on: June 22, 2004, 02:41:42 pm »
Just a bunch of updates and such. Still looking into SDL_net.

Changes:
0.83.14:
 - Updated to MameAnalog+ 0.83.2 source (u_rebelscum)
 - Switched back to MadeInMame 0.83 (LG)
 - Updated to new Hardware folder (Bz)
 - Removed the need for dummy ROMs
 - Added region hacked CPS2 games

SourceForge | Homepage

SirPoonga

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Re:No Name MAME
« Reply #374 on: July 01, 2004, 05:08:11 pm »
Hey, what do you use to do the artwork_filledges?  Do you have a diff file?  Is it the same file on my site?  Because I was looking over that and something isn't right.  I was wondering what you use.

TheGatesofBill

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Re:No Name MAME
« Reply #375 on: July 02, 2004, 12:50:09 am »
I use your diff for that function.

SirPoonga

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Re:No Name MAME
« Reply #376 on: July 02, 2004, 12:55:23 am »
Ok, fyi, all that code doeas is the first part of the hack, do artwork_crop but only crop the top and bottom, essentially.

There's a link to the original and new diff in this thread:

http://www.arcadecontrols.org/yabbse/index.php?board=3;action=display;threadid=21170

TheGatesofBill

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Re:No Name MAME
« Reply #377 on: July 06, 2004, 10:27:00 pm »
I'm throwing in the towel for a bit. This is just exhausting me far too much for what it is at the moment. If you feel like lending a hand with No Name MAME, snag the latest source and help get it to compile, fixing the things "REMOVED FOR MAME<whatever>" would help too. If patches or code changes are sent to me, I'll add them and release it. Otherwise, I'm just gonna step back for a while.

Lilwolf

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Re:No Name MAME
« Reply #378 on: July 07, 2004, 07:44:50 am »
Thats too bad.. a TON of people LOVE your build.  It is by far the best mame build to date (especially if complete is in your definition for best).

Sit back and take a break for sure.  Hopefully either you get your inspiration back, or someone comes and helps you out.  I would hate to see such a great mame build stop.

Shieldwolf

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Re:No Name MAME
« Reply #379 on: July 07, 2004, 10:03:45 am »
Lilwolf nailed it.

No name is by far the most comprehensive and effective version mame out there. Thanks for all the hard work now go relax and actually play some of the games you have.

Minwah

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Re:No Name MAME
« Reply #380 on: July 07, 2004, 10:21:06 am »
Shame....I can understand why you need a break tho with all the extra stuff going in...

Hopefully it will encourage some others to chip in...

screaming

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Re:No Name MAME
« Reply #381 on: July 07, 2004, 11:45:03 am »
....but NONAME is coming back, right?

SirPoonga

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Re:No Name MAME
« Reply #382 on: July 07, 2004, 04:11:27 pm »
I understand how Gates feels.  When I was rolling my own mame I tried to include everything along with working on my own hacks.  It's very hard to keep up and going.  Since it is sourceforged someone else could easily come in and help keep it up to date too.

TheGatesofBill

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Re:No Name MAME
« Reply #383 on: July 07, 2004, 04:36:41 pm »
....but NONAME is coming back, right?
Maybe.

TheGatesofBill

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Re:No Name MAME
« Reply #384 on: October 04, 2004, 10:24:50 pm »
Just realized I haven't posted an update here in a while, and not everyone visits my site. Here is it briefly: I'm working on starting No Name MAME fresh (again) with MAME 0.whatever-the-heck-the-most-recent-version-is. Anyways, here is the most recent posting from my site:

If you don't feel like donating directly, at least help me get an iPod. I just need five people to complete an offer before I get it. To further motivate you, I will work overtime to release a new version of No Name MAME within a week of that being completed.

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Re:No Name MAME
« Reply #385 on: October 14, 2004, 05:45:42 am »
Not sure if NoName used to include this patch, and if it didn't would you consider sticking it on the todo list?

There was a patch (fsf_ssf.scr) that allowed you to skip (-fast_startup_frames (-fsf) and -skip_startup_frames (-ssf)) the boot sequences for games that took ages by specifiying the number of frames not to throttle or not to display. Most handy, I found....

TheGatesofBill

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Re:No Name MAME
« Reply #386 on: October 14, 2004, 05:22:15 pm »
It used to, and it most likely will again.